draw.GetCircle = function( percent, x, y, radius, precision )

	local trianglevertex = {}
	precision = precision or 10
	
	local TwoPi = math.pi * 2
	local DegreesPerPoint = TwoPi/precision
	local MaxCount = math.floor( precision * percent )
	local Extra = precision * percent
	
	if percent < 1 then
		table.insert( trianglevertex, {
			x = x,
			y = y,
			u = 0,
			v = 1
		} )
	end
	
	for i=0, MaxCount, 1 do
	
		table.insert( trianglevertex, {
			x = x + math.cos( i * DegreesPerPoint ) * radius,
			y = y - math.sin( i * DegreesPerPoint ) * radius,
			u = 0,
			v = 0
		} )
	
	end

	table.insert( trianglevertex, {
		x = x + math.cos( percent * TwoPi ) * radius,
		y = y - math.sin( percent * TwoPi ) * radius,
		u = 0,
		v = 0
	} )

	return trianglevertex

end